CraftCraft: Fantasy Merchant Simulator - PlaceholderGameworks
Fixed an issue where loading a game could potentially cause a crash later in the game due to existing Quests not being cleaned up after loading a game
Fixed (hopefully) several potential issues after creating a character and going into the game with the game crashing or ending up in an infinite loading screen due to the loading screen suffering from unexpected engine behaviour
Added a button in-game to open up the Pause Menu
Added extra bulletproofing for the Grindstone to better handle unexpectedly intense input causing crashes and softlocks when clicking on it repeatedly with a held item in hand
As promised, on May 31st, the Second Act of your reign is being released. The key question this time: will you manage to avoid war—and if so, at what cost? Or perhaps you’ll choose to enter the fray and show those arrogant southerners what Valendor men (and ladies!) are made of?
Even though the act is launching today, there’s still plenty of work ahead, and I’m counting on your help. After the release of the First Act, I received tons of valuable feedback on balance, visual effects, and bugs. So, if you’d prefer not to become an accidental beta tester, I recommend waiting about 10–12 days before diving into Act Two.
Now, a few important points I’d like to highlight:
—It’s currently not possible to start directly from Act Two after your character dies on Normal or Death! difficulty levels. Fixing this is a top priority, and I’ll address it soon.
—A new mechanic has been introduced: temporary “servant lockout.” For example, if you send a detective on a distant journey, he becomes temporarily unavailable for other quests. I’ve already found a couple of bugs related to this, but fixing them now would significantly delay the release.
—There are technical conflicts between some quests that I haven’t yet resolved. I expect to fix these within a couple of days.
—As mentioned earlier, I’ll be actively working on game balance adjustments in the coming days, so I’d really appreciate your feedback, suggestions, and comments.
—Huge thanks to everyone for your patience, kind words, and constructive criticism!
We showcased our newest trailer with our release date during the Horror Award Showcase, but you can see our video here! The event has also a special sale on Steam where you can see all horror game participants 🤗
Steam Next Fest with a Demo update!
Next Fest is between 9th-16th of June and we will participate with a final update on our demo, the Ghost update! More on that later though...
We are so happy to have people in our lil community on Discord, your support means a lot - so thank you for sharing your thoughts and reporting both feedback and bugs on our current demo - Remember to leave a review on Steam if you enjoyed it 🐀💬
We hope you're looking forward to the full release!
Hello! We have been fairly silent for the past three months and wanted to give you all an update on where we’re at, and the status of the project as a whole. We have been very busy porting the game to the new SDK and haven't had much time to reach out to the wider community who play our game day-to-day. So, here's the run-down of what's going on:
When we began the process of porting TF2C to the SDK, we quickly realized it would be a massive undertaking. We are trying to take our copy of TF2 with its 10 years of changes, and merge it into Valve’s copy of TF2 with its 15 years of changes. If we simply copy and paste our code into Valve’s code, things break. Lots of features depend on missing functions, or are incompatible with code Valve rewrote. In short, we are effectively remaking everything from the ground up, which takes a lot of time and testing.
We had also been dealing with manpower issues for this colossal task. While our website lists a lot of programmers, this is somewhat misleading; we do not kick out developers for being inactive. While it looks like we have over a dozen programmers, the total we had available for the port was… 3. We since have massively increased that count to about 8 which allows us to give this remake the care it deserves.
As of right now, our internal build is in a somewhat functional state. VIP and 4Team are mostly working, 18 of our 22 original weapons exist in some form, the item schema works properly for custom weapons support, and many lighting and visual improvements are trickling in. This may sound close to complete, but most of the game is missing visual flair and QA passes, and there is still a long way to go. However, we have reached a state where we can resume internal beta testing, and the beta is being set up as we speak.
We deeply appreciate the patience the community has with us, and we hope to be more interactive with the community in the future. Part of that is getting a better sense of what you want out of this project, and what is most effective at rekindling that feeling of early TF2. To help with that, we are hoping to send out many more surveys in the future, not just for what works in gameplay terms, but for what strikes that core experience we’re trying to evoke. The first of these, a survey on which of our weapons feel the most “classic” to you, will be out next week.
The third difficulty of the woodcutting challenge in the Dojo has been unlocked! Can you face off successfully against.. Lucky himself?!
Logs Are Available In Maker Mode
Finally, as long awaited, the logs from the woodcutting challenge are now available in the dungeon maker.
They also are the first dungeon parts that are locked by default, requiring you to unlock them first to use them.
As opposed to being locked behind completing the minigame however, it's only required to attempt it, without having to complete it.
This lowers the barrier of entrance dramatically to use the logs in maker mode, while still encouraging the player to go out of their way and explore Castle Town to find extra goodies.
The game also explicitly tells you how to unlock the given dungeon part to leave the player not guessing.
Locked Pressure Plate Visual Overhaul
Many people have criticized the lack of visual distinction between pressed and locked pressure plates, which in many cases made it unintuitive to judge what state the plate is in.
Pressure plates now visually convey if they are locked!
You can also now toggle pressure plates state in the context menu.
20% Sale One Week Left
There's still one week more of the 20% sale off Quest Master, so grab it now in case you have not made the purchase yet!
Reviewed and expanded upon the games of Magnus Carlsen in Find The Move:
-Added more move explanations, moves to find and variations to all games
Moves to find change breakdown: Game 1 before 12, after 14 Game 2 before 4, after 25 Game 3 before 3, after 10 Game 4 before 4, after 15 Game 5 before 3, after 11 Game 6 before 5, after 13 Game 7 before 7, after 13 Game 8 before 6, after 19 Game 9 before 5, after 13 Game 10 before 3, after 21 Game 11 before 3, after 20 Game 12 before 5, after 26 Game 13 before 8, after 19 Game 14 before 8, after 23 Game 15 before 5, after 16 Game 16 before 7, after 12 Game 17 before 3, after 10 Game 18 before 5, after 21 Game 19 before 5, after 20 Game 20 before 4, after 20
Totals: Before: 105 total moves to find After: 341 total moves to find
Still to do, review of: Anand, Nakamura and Caruana games.